FTexture2DStreamIn::DoAllocateNewMips Crash When Create OpenWorld Level

{Texture=0x0000049f304a8a00 (Name=“T_NoiseShape64”, InternalFlags=ReachabilityFlag2 | RootSet), Resource=0x0000049f303b7c00 {ResourceMem=0x0000000000000000 {}, ProxiedResource=0x0000000000000000 {ResourceMem=???, ProxiedResource=???, MipData={AllocatorInstance={InlineData=0xffffffffffffffff {???, ???, ???, ???, ???, ???, ???, ???, ???, ???, ???, ???, ???, ???, ???}, SecondaryData={…}}, ArrayNum=???, ArrayMax=???}, …}, MipData=Num=13, Max=15, …}, MipsView=Num=13, …}

FTexture2DStreamIn::DoAllocateNewMips(const FTexture2DUpdateContext &) Texture2DStreamIn.cpp:37
FTexture2DStreamIn_DDC_AsyncCreate::AllocateAndLoadMips(const FTexture2DUpdateContext &) Texture2DStreamIn_DDC_AsyncCreate.cpp:62
[Inlined] UE::Core::Private::Function::TFunctionRefBase::operator()(const FTexture2DUpdateContext &) Function.h:555
TRenderAssetUpdate::TickInternal(EThreadType, bool) RenderAssetUpdate.inl:75
[Inlined] FRenderAssetUpdate::Tick(EThreadType) RenderAssetUpdate.cpp:195
[Inlined] FRenderAssetUpdate::FMipUpdateTask::DoWork() RenderAssetUpdate.cpp:305
FAutoDeleteAsyncTask::DoWork() AsyncWork.h:98
FQueuedThreadPoolWrapper::FScheduledWork::DoThreadedWork() QueuedThreadPoolWrapper.h:141
[Inlined] FQueuedLowLevelThreadPool::AddQueuedWork::__l2::<lambda_1>::operator()() QueuedThreadPoolWrapper.h:480
LowLevelTasks::FTask::Init<FQueuedLowLevelThreadPool::AddQueuedWork’::2'::<lambda_1> >'::13’::<lambda_1>::operator()(const bool) Task.h:499
[Inlined] Invoke(LowLevelTasks::FTask::<lambda_1> &, bool &) Invoke.h:47
[Inlined] LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<LowLevelTasks::FTask::Init<FQueuedLowLevelThreadPool::AddQueuedWork’::2'::<lambda_1> >'::13’::<lambda_1>,0>::Call(void *,bool) TaskDelegate.h:162
LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<LowLevelTasks::FTask::Init<FQueuedLowLevelThreadPool::AddQueuedWork’::2'::<lambda_1> >'::13’::<lambda_1>,0>::CallAndMove(LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48> &,void *,unsigned int,bool) TaskDelegate.h:171
[Inlined] LowLevelTasks::TTaskDelegate::CallAndMove(LowLevelTasks::TTaskDelegate<…> &, bool) TaskDelegate.h:308
LowLevelTasks::FTask::ExecuteTask() Task.h:627
LowLevelTasks::FScheduler::ExecuteTask(LowLevelTasks::FTask *) Scheduler.cpp:177
[Inlined] LowLevelTasks::FScheduler::TryExecuteTaskFrom(LowLevelTasks::Private::FWaitEvent *, LowLevelTasks::Private::TLocalQueueRegistry<…>::TLocalQueue *, LowLevelTasks::Private::FOutOfWork &, bool) Scheduler.cpp:362
LowLevelTasks::FScheduler::WorkerMain(LowLevelTasks::Private::FWaitEvent *, LowLevelTasks::Private::TLocalQueueRegistry<…>::TLocalQueue *, unsigned int, bool) Scheduler.cpp:397
[Inlined] LowLevelTasks::FScheduler::CreateWorker::__l2::<lambda_1>::operator()() Scheduler.cpp:70
[Inlined] Invoke(<lambda_1> &) Invoke.h:47
UE::Core::Private::Function::TFunctionRefCaller<LowLevelTasks::FScheduler::CreateWorker'::2’::<lambda_1>,void __cdecl(void)>::Call(void *) Function.h:405
[Inlined] UE::Core::Private::Function::TFunctionRefBase::operator()() Function.h:555
FThreadImpl::Run() Thread.cpp:66
FRunnableThreadWin::Run() WindowsRunnableThread.cpp:146
FRunnableThreadWin::GuardedRun() WindowsRunnableThread.cpp:71

Also happens for me. It trully ■■■■■■ me off that the situation with modern GPUs becomes only worse and worse every day.

I have the same problem. I’m trying to open a level I haven’t been working on for a while.
What I did most recently in the project that I assume is causing the problem and has anything to do with streaming textures is changing anti aliasing project settings and cvars.
I also created some custom Icons and imported the texture and added billboards to actors I placed around the level.
it crashes when it loads lightmaps.

UE 5.4 here. Wasn’t able to understand the nullref, both Resource and Context which is FStreamableTextureResource are are not null, and it calls GetPixelFormat() on it. DDC cleanup seem to help. If that is not a coincidence of course (although got stable 5\5 crash before cleanup). We are in FTexture2DStreamIn_DDC_AsyncCreate lower in callstack, so might be connected after all. Suspicious part is PlatformData is broken on the crash moment, but I don’t see why we are adressing it, cause GetPixelFormat lives directly on FStreamableTextureResource .